407 lines
12 KiB
C
407 lines
12 KiB
C
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/* ************************************************************************
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* File: spells.c Part of CircleMUD *
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* Usage: Implementation of "manual spells". Circle 2.2 spell compat. *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "spells.h"
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#include "handler.h"
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#include "db.h"
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#include "constants.h"
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#include "interpreter.h"
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/* external variables */
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extern room_rnum r_mortal_start_room;
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extern int mini_mud;
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extern int pk_allowed;
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/* external functions */
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void clearMemory(struct char_data *ch);
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void weight_change_object(struct obj_data *obj, int weight);
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int mag_savingthrow(struct char_data *ch, int type, int modifier);
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void name_to_drinkcon(struct obj_data *obj, int type);
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void name_from_drinkcon(struct obj_data *obj);
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int compute_armor_class(struct char_data *ch);
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/*
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* Special spells appear below.
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*/
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ASPELL(spell_create_water)
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{
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int water;
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if (ch == NULL || obj == NULL)
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return;
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/* level = MAX(MIN(level, LVL_IMPL), 1); - not used */
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if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON) {
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if ((GET_OBJ_VAL(obj, 2) != LIQ_WATER) && (GET_OBJ_VAL(obj, 1) != 0)) {
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name_from_drinkcon(obj);
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GET_OBJ_VAL(obj, 2) = LIQ_SLIME;
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name_to_drinkcon(obj, LIQ_SLIME);
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} else {
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water = MAX(GET_OBJ_VAL(obj, 0) - GET_OBJ_VAL(obj, 1), 0);
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if (water > 0) {
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if (GET_OBJ_VAL(obj, 1) >= 0)
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name_from_drinkcon(obj);
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GET_OBJ_VAL(obj, 2) = LIQ_WATER;
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GET_OBJ_VAL(obj, 1) += water;
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name_to_drinkcon(obj, LIQ_WATER);
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weight_change_object(obj, water);
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act("$p is filled.", FALSE, ch, obj, 0, TO_CHAR);
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}
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}
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}
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}
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ASPELL(spell_recall)
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{
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if (victim == NULL || IS_NPC(victim))
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return;
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act("$n disappears.", TRUE, victim, 0, 0, TO_ROOM);
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char_from_room(victim);
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char_to_room(victim, r_mortal_start_room);
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act("$n appears in the middle of the room.", TRUE, victim, 0, 0, TO_ROOM);
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look_at_room(victim, 0);
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}
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ASPELL(spell_teleport)
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{
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room_rnum to_room;
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if (victim == NULL || IS_NPC(victim))
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return;
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do {
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to_room = rand_number(0, top_of_world);
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} while (ROOM_FLAGGED(to_room, ROOM_PRIVATE | ROOM_DEATH | ROOM_GODROOM));
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act("$n slowly fades out of existence and is gone.",
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FALSE, victim, 0, 0, TO_ROOM);
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char_from_room(victim);
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char_to_room(victim, to_room);
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act("$n slowly fades into existence.", FALSE, victim, 0, 0, TO_ROOM);
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look_at_room(victim, 0);
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}
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#define SUMMON_FAIL "You failed.\r\n"
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ASPELL(spell_summon)
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{
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if (ch == NULL || victim == NULL)
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return;
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if (GET_LEVEL(victim) > MIN(LVL_IMMORT - 1, level + 3)) {
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send_to_char(ch, "%s", SUMMON_FAIL);
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return;
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}
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if (!pk_allowed) {
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if (MOB_FLAGGED(victim, MOB_AGGRESSIVE)) {
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act("As the words escape your lips and $N travels\r\n"
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"through time and space towards you, you realize that $E is\r\n"
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"aggressive and might harm you, so you wisely send $M back.",
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FALSE, ch, 0, victim, TO_CHAR);
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return;
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}
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if (!IS_NPC(victim) && !PRF_FLAGGED(victim, PRF_SUMMONABLE) &&
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!PLR_FLAGGED(victim, PLR_KILLER)) {
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send_to_char(victim, "%s just tried to summon you to: %s.\r\n"
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"%s failed because you have summon protection on.\r\n"
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"Type NOSUMMON to allow other players to summon you.\r\n",
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GET_NAME(ch), world[IN_ROOM(ch)].name,
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(ch->player.sex == SEX_MALE) ? "He" : "She");
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send_to_char(ch, "You failed because %s has summon protection on.\r\n", GET_NAME(victim));
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mudlog(BRF, LVL_IMMORT, TRUE, "%s failed summoning %s to %s.", GET_NAME(ch), GET_NAME(victim), world[IN_ROOM(ch)].name);
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return;
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}
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}
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if (MOB_FLAGGED(victim, MOB_NOSUMMON) ||
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(IS_NPC(victim) && mag_savingthrow(victim, SAVING_SPELL, 0))) {
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send_to_char(ch, "%s", SUMMON_FAIL);
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return;
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}
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act("$n disappears suddenly.", TRUE, victim, 0, 0, TO_ROOM);
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char_from_room(victim);
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char_to_room(victim, IN_ROOM(ch));
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act("$n arrives suddenly.", TRUE, victim, 0, 0, TO_ROOM);
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act("$n has summoned you!", FALSE, ch, 0, victim, TO_VICT);
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look_at_room(victim, 0);
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}
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ASPELL(spell_locate_object)
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{
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struct obj_data *i;
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char name[MAX_INPUT_LENGTH];
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int j;
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/*
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* FIXME: This is broken. The spell parser routines took the argument
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* the player gave to the spell and located an object with that keyword.
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* Since we're passed the object and not the keyword we can only guess
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* at what the player originally meant to search for. -gg
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*/
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strlcpy(name, fname(obj->name), sizeof(name));
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j = level / 2;
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for (i = object_list; i && (j > 0); i = i->next) {
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if (!isname(name, i->name))
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continue;
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send_to_char(ch, "%c%s", UPPER(*i->short_description), i->short_description);
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if (i->carried_by)
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send_to_char(ch, " is being carried by %s.\r\n", PERS(i->carried_by, ch));
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else if (IN_ROOM(i) != NOWHERE)
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send_to_char(ch, " is in %s.\r\n", world[IN_ROOM(i)].name);
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else if (i->in_obj)
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send_to_char(ch, " is in %s.\r\n", i->in_obj->short_description);
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else if (i->worn_by)
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send_to_char(ch, " is being worn by %s.\r\n", PERS(i->worn_by, ch));
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else
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send_to_char(ch, "'s location is uncertain.\r\n");
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j--;
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}
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if (j == level / 2)
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send_to_char(ch, "You sense nothing.\r\n");
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}
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ASPELL(spell_charm)
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{
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struct affected_type af;
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if (victim == NULL || ch == NULL)
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return;
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if (victim == ch)
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send_to_char(ch, "You like yourself even better!\r\n");
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else if (!IS_NPC(victim) && !PRF_FLAGGED(victim, PRF_SUMMONABLE))
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send_to_char(ch, "You fail because SUMMON protection is on!\r\n");
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else if (AFF_FLAGGED(victim, AFF_SANCTUARY))
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send_to_char(ch, "Your victim is protected by sanctuary!\r\n");
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else if (MOB_FLAGGED(victim, MOB_NOCHARM))
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send_to_char(ch, "Your victim resists!\r\n");
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else if (AFF_FLAGGED(ch, AFF_CHARM))
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send_to_char(ch, "You can't have any followers of your own!\r\n");
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else if (AFF_FLAGGED(victim, AFF_CHARM) || level < GET_LEVEL(victim))
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send_to_char(ch, "You fail.\r\n");
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/* player charming another player - no legal reason for this */
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else if (!pk_allowed && !IS_NPC(victim))
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send_to_char(ch, "You fail - shouldn't be doing it anyway.\r\n");
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else if (circle_follow(victim, ch))
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send_to_char(ch, "Sorry, following in circles can not be allowed.\r\n");
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else if (mag_savingthrow(victim, SAVING_PARA, 0))
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send_to_char(ch, "Your victim resists!\r\n");
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else {
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if (victim->master)
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stop_follower(victim);
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add_follower(victim, ch);
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af.type = SPELL_CHARM;
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af.duration = 24 * 2;
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if (GET_CHA(ch))
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af.duration *= GET_CHA(ch);
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if (GET_INT(victim))
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af.duration /= GET_INT(victim);
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af.modifier = 0;
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af.location = 0;
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af.bitvector = AFF_CHARM;
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affect_to_char(victim, &af);
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act("Isn't $n just such a nice fellow?", FALSE, ch, 0, victim, TO_VICT);
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if (IS_NPC(victim))
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REMOVE_BIT(MOB_FLAGS(victim), MOB_SPEC);
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}
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}
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ASPELL(spell_identify)
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{
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int i, found;
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size_t len;
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if (obj) {
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char bitbuf[MAX_STRING_LENGTH];
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sprinttype(GET_OBJ_TYPE(obj), item_types, bitbuf, sizeof(bitbuf));
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send_to_char(ch, "You feel informed:\r\nObject '%s', Item type: %s\r\n", obj->short_description, bitbuf);
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if (GET_OBJ_AFFECT(obj)) {
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sprintbit(GET_OBJ_AFFECT(obj), affected_bits, bitbuf, sizeof(bitbuf));
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send_to_char(ch, "Item will give you following abilities: %s\r\n", bitbuf);
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}
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sprintbit(GET_OBJ_EXTRA(obj), extra_bits, bitbuf, sizeof(bitbuf));
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send_to_char(ch, "Item is: %s\r\n", bitbuf);
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send_to_char(ch, "Weight: %d, Value: %d, Rent: %d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_RENT(obj));
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switch (GET_OBJ_TYPE(obj)) {
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case ITEM_SCROLL:
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case ITEM_POTION:
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len = i = 0;
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if (GET_OBJ_VAL(obj, 1) >= 1) {
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i = snprintf(bitbuf + len, sizeof(bitbuf) - len, " %s", skill_name(GET_OBJ_VAL(obj, 1)));
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if (i >= 0)
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len += i;
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}
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if (GET_OBJ_VAL(obj, 2) >= 1 && len < sizeof(bitbuf)) {
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i = snprintf(bitbuf + len, sizeof(bitbuf) - len, " %s", skill_name(GET_OBJ_VAL(obj, 2)));
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if (i >= 0)
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len += i;
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}
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if (GET_OBJ_VAL(obj, 3) >= 1 && len < sizeof(bitbuf)) {
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i = snprintf(bitbuf + len, sizeof(bitbuf) - len, " %s", skill_name(GET_OBJ_VAL(obj, 3)));
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if (i >= 0)
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len += i;
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}
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send_to_char(ch, "This %s casts: %s\r\n", item_types[(int) GET_OBJ_TYPE(obj)], bitbuf);
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break;
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case ITEM_WAND:
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case ITEM_STAFF:
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send_to_char(ch, "This %s casts: %s\r\nIt has %d maximum charge%s and %d remaining.\r\n",
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item_types[(int) GET_OBJ_TYPE(obj)], skill_name(GET_OBJ_VAL(obj, 3)),
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GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 1) == 1 ? "" : "s", GET_OBJ_VAL(obj, 2));
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break;
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case ITEM_WEAPON:
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send_to_char(ch, "Damage Dice is '%dD%d' for an average per-round damage of %.1f.\r\n",
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GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2), ((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1));
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break;
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case ITEM_ARMOR:
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send_to_char(ch, "AC-apply is %d\r\n", GET_OBJ_VAL(obj, 0));
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break;
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}
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found = FALSE;
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for (i = 0; i < MAX_OBJ_AFFECT; i++) {
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if ((obj->affected[i].location != APPLY_NONE) &&
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(obj->affected[i].modifier != 0)) {
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if (!found) {
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send_to_char(ch, "Can affect you as :\r\n");
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found = TRUE;
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}
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sprinttype(obj->affected[i].location, apply_types, bitbuf, sizeof(bitbuf));
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send_to_char(ch, " Affects: %s By %d\r\n", bitbuf, obj->affected[i].modifier);
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}
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}
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} else if (victim) { /* victim */
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send_to_char(ch, "Name: %s\r\n", GET_NAME(victim));
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if (!IS_NPC(victim))
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send_to_char(ch, "%s is %d years, %d months, %d days and %d hours old.\r\n",
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GET_NAME(victim), age(victim)->year, age(victim)->month,
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age(victim)->day, age(victim)->hours);
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send_to_char(ch, "Height %d cm, Weight %d pounds\r\n", GET_HEIGHT(victim), GET_WEIGHT(victim));
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send_to_char(ch, "Level: %d, Hits: %d, Mana: %d\r\n", GET_LEVEL(victim), GET_HIT(victim), GET_MANA(victim));
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send_to_char(ch, "AC: %d, Hitroll: %d, Damroll: %d\r\n", compute_armor_class(victim), GET_HITROLL(victim), GET_DAMROLL(victim));
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send_to_char(ch, "Str: %d/%d, Int: %d, Wis: %d, Dex: %d, Con: %d, Cha: %d\r\n",
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GET_STR(victim), GET_ADD(victim), GET_INT(victim),
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GET_WIS(victim), GET_DEX(victim), GET_CON(victim), GET_CHA(victim));
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}
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}
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/*
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* Cannot use this spell on an equipped object or it will mess up the
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* wielding character's hit/dam totals.
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*/
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ASPELL(spell_enchant_weapon)
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{
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int i;
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if (ch == NULL || obj == NULL)
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return;
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/* Either already enchanted or not a weapon. */
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if (GET_OBJ_TYPE(obj) != ITEM_WEAPON || OBJ_FLAGGED(obj, ITEM_MAGIC))
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return;
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/* Make sure no other affections. */
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for (i = 0; i < MAX_OBJ_AFFECT; i++)
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if (obj->affected[i].location != APPLY_NONE)
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return;
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SET_BIT(GET_OBJ_EXTRA(obj), ITEM_MAGIC);
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obj->affected[0].location = APPLY_HITROLL;
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obj->affected[0].modifier = 1 + (level >= 18);
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obj->affected[1].location = APPLY_DAMROLL;
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obj->affected[1].modifier = 1 + (level >= 20);
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if (IS_GOOD(ch)) {
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SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_EVIL);
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act("$p glows blue.", FALSE, ch, obj, 0, TO_CHAR);
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} else if (IS_EVIL(ch)) {
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SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_GOOD);
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act("$p glows red.", FALSE, ch, obj, 0, TO_CHAR);
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} else
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act("$p glows yellow.", FALSE, ch, obj, 0, TO_CHAR);
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}
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ASPELL(spell_detect_poison)
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{
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if (victim) {
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if (victim == ch) {
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if (AFF_FLAGGED(victim, AFF_POISON))
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send_to_char(ch, "You can sense poison in your blood.\r\n");
|
||
|
else
|
||
|
send_to_char(ch, "You feel healthy.\r\n");
|
||
|
} else {
|
||
|
if (AFF_FLAGGED(victim, AFF_POISON))
|
||
|
act("You sense that $E is poisoned.", FALSE, ch, 0, victim, TO_CHAR);
|
||
|
else
|
||
|
act("You sense that $E is healthy.", FALSE, ch, 0, victim, TO_CHAR);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (obj) {
|
||
|
switch (GET_OBJ_TYPE(obj)) {
|
||
|
case ITEM_DRINKCON:
|
||
|
case ITEM_FOUNTAIN:
|
||
|
case ITEM_FOOD:
|
||
|
if (GET_OBJ_VAL(obj, 3))
|
||
|
act("You sense that $p has been contaminated.",FALSE,ch,obj,0,TO_CHAR);
|
||
|
else
|
||
|
act("You sense that $p is safe for consumption.", FALSE, ch, obj, 0,
|
||
|
TO_CHAR);
|
||
|
break;
|
||
|
default:
|
||
|
send_to_char(ch, "You sense that it should not be consumed.\r\n");
|
||
|
}
|
||
|
}
|
||
|
}
|